Monthly Archives: April 2015

Here’s another playbook. I made this one to kinda fit in with who might not be there for the initial village creation session or maybe their original character has perished and they are adding in a new one.

You come from a far away land as a representative of your people. You are here to establish relations and explore the world around you. You have trained in diplomacy and the ways of the court. As with anything political, nothing is as what it appears on the surface.

People respond well to you and you are always quick to act. Your Dexterity and Charisma both start at 10 and all other attributes start at 8.

1d12

What is the history of your people?

Gain

1

You value the purity of body and mind above all else.

+2 Wis, +2 Con,+1 Str

2

Your people are deeply philosophical and seek knowledge.

+2 Wis, +1 Int, +1 ChrSkill: Ancient knowledge

3

Your people are war-like and expansionistic.

+2 Str, +1 Con, +1 DexSkill: Tactics

4

Your people live in an ancient rainforest.

+2 Dex, +1 Wis, +1 IntSkill: Herbalism

5

Your people are known for their great endurance and skill.

+2 Con, +1 Str, +1 DexSkill: Athletics

6

Your people celebrate life and worship the sun and a divine being.

+2 Chr, +1 Con, +1 Int, +1 Wis

7

Your people say they can hear the whispers of the dead in their dreams.

+2 Wis, +1 Int, +1 Con, +1 Chr

8

Your people are known to be hired as assassins

+2 Str, +1 Dex, +1 IntSkill: Stealth

9

Your people herd sheep and large birds.

+2 Int, +1 Wis, +1 DexSkill: Herding

10

Your people are great hunters of terrifying beasts that plague far away lands.

+2 Str, +1 Dex, +1 ConSkill: Tracking

11

Your people worship animals and believe each carries omens and portents.

+2 Wis, +1 Int, +1 ChrSkill: Animal lore

12

Your people serve as elite guards to a grand emperor.

+2 Str, +1 Dex, +1 WisSkill: Alertness

Add a location that is being built since your arrival. It should be complete in six months to a year.

1d8

Why did you become a diplomat for your kingdom?

Gain

1

You seek fortune and power.

+2 Str, +1 Con

2

You wish to understand the various cultures of the world.

+2 Int, +1 Cha

3

You have been banished from your homeland and this is your punishment.

+2 Con, +1 Str

4

This job was an amazing opportunity and you couldn’t pass it up.

+2 Cha, +1 Dex

5

You believe in the glory of your kingdom and want to strengthen its reach into foreign lands.

+2 Wis, +1 Cha

6

You hope to build your own keep and militia far from your lands.

+2 Star, +1 Dex

7

You seek forgotten lore and knowledge.

+1 Str, +1 Con, +1 Int

8

You enjoy the twisted games of political intrigue.

+1 Con, +1 Int, +1 Wis

1d8

Many of the villagers are suspicious of your intentions. Whom among them have you established a connection with?

Gain

1

The village elder has been gracious and supportive.

+2 Wis, +1 Int

2

The witch on the outskirts of the village has been quite happy to hear tales of your land.

+2 Cha, +1 Wis

3

The barkeep at the inn enjoys your conversations.

+2 Con, +1 Cha

4

The blacksmith hopes to get some of the various metals your people work with.

+2 Star, +1 Con

5

The retired adventurer enjoys talking to you. It reminds him of his younger days.

+2 Dex,+1 Str

6

The priest of the local temple debates religious philosophy with you.

+2 Wis, +1 Con

7

The caretaker is oddly loquacious. Perhaps he’s just lonely.

+1 Str, +1 Chr,+1 Wis

8

The small orphan girl follows your around, idolizing you.

+1 Dex, +1 Con, +1 Wis

Add an NPC from the village to the map. It doesn’t have to be the one rolled on the previous table.

You have trained to be a skilled diplomat and are able to negotiate and moderate tense communications. You are now a level X rogue. You gain the class abilities Fortune’s Favor, Highly Skilled, Back Attack (wrathofzombie houserules) and the skill Diplomacy.

1d6

Who taught you your diplomatic skills

Gain

1

Your father was a court advisor and knew the political game.

+3 WisSkill: Politics

2

Your mother knew how to read people extremely well.

+3 ChrSkill: Persuasion

3

You learned how to read people and communicate from a traveling minstrel.

+3 IntSkill: Flattery

4

You are self-taught. You’ve always relied on your own wits.

+3 StrSkill: Intimidate

5

A noble took you in and taught you everything he knows.

+3 ConSkill: Etiquette

6

A con artist taught you how to read and scam people.

+3 ChrSkill: Sleight-of-hand

1d6

What secret task have you been set to do?

Gain

1

Obtain information on the local lord that will give a strategic advantage to your kingdom.

+2 WisSkill: Deceit

2

Assassinate the local lord to plunge the area into chaos.

+2 DexSkill: Poison

3

Seek out the fabled “Ruins of the Undying Sisters” and obtain the treasure within.

+2 StrSkill: Trap-finding

4

Establish trade routes that favor your kingdom.

+2 IntSkill: Trade-routes

5

Hunt down an exiled political figure and silence them.

+2 DexSkill: Tracking

6

The daughter of a member of the high court was kidnapped. Find her and rescue her.

+2 ChrSkill: Interrogate

Location- You have set up a small market stand to sell the wares and goods of your people to those in the village.

1d6

What difficult situation have you defused? The player on your right was present.

Gain

1

You got caught breaking into a person’s house to find damning evidence. The player to your right was with you and helped talk you out of trouble, gaining +1 Chr.

+2 ChrSkill: Lock-picking

2

The village was attacked by a goblin raiding party. They threw a strange box into the middle of the village. You figured out it was a trap and disabled it. The player to your right was there to wipe the sweat off your brow, gaining +1 Dex.

+2 DexSkill: Disable Device

3

You stopped a mob of angry villagers from lynching the town drunk. The player to your right was there and fought off several villagers, gaining +1 Str.

+2 StrSkill: Persuasion

4

You bartered a great price for trade goods for the village from a traveling merchant. The player to your right helped you persuade the merchant, gaining +1 Wis.

+2 WisSkill: Haggling

5

You delivered an impassioned speech and elevated down-trodden mood of the villagers. The person to your right pitched in and enhanced your speech, gaining +1 Chr.

+2 ChrSkill: Oration

6

You didn’t, you snuck away so you wouldn’t get hurt by the angry mob. The person to your right was right there behind you, gaining +1 Dex.

+2 DexSkill: Stealth

1d6

The local lord was impressed by you and gave you a gift. What was it?

Gain

1

A fine garment of silk.

+2 Wis, a perfectly tailored outfit

2

The leather armor of his father.

+2 Dex, leather armor

3

A faithful dog that will serve as companion and protector.

+2 ChrA faithful dog

4

The ceremonial blade of one of your ancestors that had been in the lord’s vault.

+2 Str, ceremonial blade

5

The deed to a small plot of land and a forgotten cabin in the woods. The area is overrun with goblins.

+2 Int, small land and cabin

6

A battle horn to aid you when you’re in need

A magical horn

Add an NPC that accompanied you on your journey from your kingdom. What are they doing in the village?

Class Abilities

Hit Dice: d8

Initiative Bonus: +2

Armor: Rogues can wear any armor lighter than plate.

The Rogue
Back Attack– A rogue that successfully sneaks up on a target can make an attack at a + 2. If successful the attack deals an additional 2d6 damage. (normal back attack rule will be no “+” modifiers and only an additional 1d6 damage).

<Choose One>Two-weapon Fighting– A rogue wearing light armor and holding a small weapon can make one additional attack a round.

Artful Dodge– A thief wearing light armor and no shield gains +2 to AC (again- nod to Crypts and Things).

Improved Initiative– The thief knows that those who are quickest to act usually live longest. Add +4 to Initiative rolls. (I am not using the static initiative bonus. I’m doing Dexterity modifier + d20 roll– if you are using the BtW static rules- just increase the rogues Initiative bonus to +2 instead.)

Ledge Crawler– A rogue’s movement is not slowed or hindered when walking along tight ropes, ledges, or cliffs.

For the rest of the rogue stats and abilities consult Beyond the Wall, pg 11.

You have always had a deeper connection with the occult and the ethereal world than most. You swear that the dead have spoken to you in your dreams or you’ve seen spirits move just in your peripheral vision, only to vanish when you attempt to get a better glimpse. Eventually you heard the greater calling of a particular god, and you answered. Now you are blessed with spells to aid you in His/Her mission.

You are highly intelligent and motivated. Your Intelligence and Charisma both start at 10 and all other attributes start at 8.

1d12

What did your parents do in the village? What did you learn from them?

Gain

1

They were the town drunks. “You can only depend on yourself.”

+2 Str, +2 Int, +1 Con

2

Your father was an outcast, rightfully or not

+2 Int, +1 Wis, +1 ConSkill: Survival

3

Your parents were fishermen and you grew up by the river.

+2 Dex, +1 Str, +1 WisSkill: Fishing

4

Your mom was an oddball and said she could read the future in the stars.

+2 Wis, +1 Int, +1 ChrSkill: Astronomy

5

Your family worked a small farm outside the village.

+2 Con, +1 Wis, + 1 ChaSkill: Farming

6

You spent much time in the mountains foraging for food and supplies.

+2 Con, +1 Dex, +Wis, +1 Str

7

Your parents own the local inn. You grew up meeting travelers and hearing their tales.

+2 Cha, +1 Int, +1 Dex, +1 Wis

8

Your father was the local smith and taught you both hammer and bellows.

+2 Str, +1 Dex, +1 ChaSkill: Smithing

9

Your father or other kept the old stories. Your head is filled with them.

+2 Int, +1 Cha, +1 WisSkill: Folklore

10

Your mother is the local constabulary. She is fair and well respected.

+2 Str, +1 Wis, +1 ConSkill: Investigation

11

You went on journeys into the woods with your father to gather herbs and berries.

+2 Wis, +1 Con, +1 DexSkill: Herbalism

12

Your father was a local merchant. You learned to name yoru price and charm your customers.

+2 Cha, +1 Int, +1 DexSkill: Haggling

1d8

How did you distinguish yourself as a child?

Gain

1

Children often fight, but you never lost.

+2 Str, +1 Wis

2

There wasn’t a game you couldn’t win.

+2 Dex, +1 Int

3

You were the toughest kid around.

+2 Con, +1 Cha

4

No secret escaped you.

+2 Int, +1 Dex

5

Your empathy made you a sought after confidant.

+2 Wis, +1 Con

6

You never met someone who didn’t like you.

+2 Cha, +1 Str

7

You solved everyone else’s problems, and never mentioned your own.

+1 Str, +1 Con, +1 Cha

8

Everyone has something to teach, and you learned a little from them all.

+1 Dex, +1 Int, +1 Wis

1d8

The other player characters were your best friends. Who else in the village befriended you?

Gain

1

The village elder taught you patience and calculation.

+2 Wis, +1 Int

2

The local blacksmith took you in and kept you out of trouble.

+2 Str, +1 Cha

3

You spent time with the hunters tracking game

+2 Con, +1 Wis

4

You are set to marry the daughter of the local priest.

+2 Cha, +1 Int

5

You’ve taken a local orphan girl under your wing. Many in the village whisper she has magical powers.

+2 Int, +1 Dex

6

You broke someone’s heart, or maybe they broke yours.

+2 Wis, +1 Con

7

You spent most of your time alone in the wilderness.

+1 Str, +1 Int,+1 Wis

8

The grizzled mercenary who settled in town taught you a thing or two.

+1 Dex, +1 Con, +1 Wis

You have found a patron deity and now preach sermon far and wide to any of those whom will listen. You become a level 1 mage. You have the class abilities Sense Magic, Spell Casting, Successful Cantrip*, Magical Reserve*, and Counter Spell* (*wrathofzombie houserule- see below). You also gain the skill Religious Lore.

1d6

The deity reached out to you. How?

Gain

1

Through strange signs that appeared in your hearth fire.

+3 WisSkill: Gossip

2

A passing priest brought the message of the deity and converted you to the faith.

You’ve had several disturbing dreams of bad events to come and that with your devotion, your deity could prevent it.

+3 ConSkill: Religious Lore

6

Your family has always been pious to this particular deity.

+3 ChrSkill: Etiquette

1d8

Which deity were you drawn to?

Gain

1

God/dess of the Sun. You learn the following magics: the spell Flash of Brilliance, the ritual Circle of Protection, and the cantrip Mage Light.

+2 ConSpells to left

2

God/dess of Healing. You learn the following magics: the spell Healing Touch, the ritual Circle of Protection, and the cantrip Second Sight.

+2 WisSpells to left

3

God/dess of War. You learn the following magics: the spell Word of Courage, the ritual Staff of Might, and the cantrip Hexing.

+2 StrSpells to left

4

God/dess of Death. You learn the following magics: the spell Reanimation, the ritual Mage Armor, and the cantrip Hexing.

+2 ConSpells to left

5

God/dess of Shadow. You learn the following magics: the spell Conjure Darkness, the ritual Gather Mists, and the cantrip Glamour Weaving.

+2 DexSpells to left

6

God/dess of Nature. You learn the following magics: the spell Entangle, the ritual Good Berry, and the cantrip Druid’s Touch.

+2 WisSpells to left

7

God/dess of Travel and Adventure. You learn the following magics: the spell Swift Step, the ritual Wanderer’s Luck (Btw: Further Afield)- if don’t own take Witch’s Watchman, and the cantrip Mage Light.

+2 IntSpells to left

8

God/dess of Trickery. You learn the following magics: the spell False Friend, the ritual Bind Familiar, and the cantrip Conjure Sound.

+2 ChaSpells to left

1d6

What are some challenges that you’ve encountered since you became a priest? The player on your right was present.

Gain

1

A troubled spirit of a village that passed on began haunting you. The player to your right was with you when you banished the spirit, gaining +1 Chr.

+2 IntSpell: Abjuration

2

You saved the daughter of a local farmer from a nightmare that lurked in the woods. The player on your right was there to see the might of your deity, gaining +1 Wis.

+2 WisSpell: Sanctuary of Peace

3

A local lord came and demanded high taxes of your town. You were able to persuade him to leave. The player on your right was there to aid you, gaining +1 Str.

+2 ChrSpell: Commanding Word

4

Several bodies of loved ones rose from their graves and wandered into the village. The player on your right was there and helped you combat these horrors, gaining +1 Str.

+2 StrSpell: Banish Undead

5

Your neighbor’s house was ablaze. You selflessly ran into the house to save their son. The player on your right ventured into the flames with you, gaining +1 Con.

+2 ConSpell: Brave the Flames

6

You lost track of time in the old graveyard and when the sun set undead rose from their graves. You barricaded yourself in the ruins of the old church. The player to your right was there with you the whole night, gaining +1 Wis.

+2 IntSpell: Evade the Dead

1d6

A priestess passed through your village. She presented you with a gift. What was it?

Gain

1

The holy symbol of your deity.

+2 Wis, an expertly crafted holy symbol made of gold

2

A beautiful ceremonial dagger and a vial of acid.

+2 Int, silver dagger, vial of acid (1d6 damage)

3

A beautiful handheld silver mirror.

+2 ChrSmall silver mirror

4

A very mysterious tome

+2 Int, Spell: Forgetful Mind

5

Her trusted staff.

+2 Str, a wizard staff.

6

A strange book with a cover made of horse hair.

+2 Dex, Ritual: Steed of the Sorcerer

Class Abilities

Hit Dice: d6

Initiative Bonus: +0

Armor: Mages may not wear any armor.

The Mage

Successful Cantrip– The mage can burn a Fortune Point to cast a cantrip successfully (no rolling needed).

Magical Reserve– Once per day a mage can burn a Fortune Point to regain a spell that they have already cast. This will work even if the mage has expended all magical power (IE- failing a cantrip roll).

Counter Spell– A mage is able to counteract a spell of another caster by sacrificing the energies of one of their spells per day. This cancels the energies of both spell-effects. This cannot be used on cantrips or rituals.

For the rest of the mage stats and abilities consult Beyond the Wall, pg 12.

Anyways- I really dug Trey’s rabbit and frog folk– and one of my favorite characters in Chrono Trigger is Frog- so I thought it would be fun to create a character playbook and class about a person who has been transformed into an anthropomorphic animal by a witch’s curse.

Somehow you’ve gained the ire of a witch that lived just on the outskirts of the village. In the dead of night she placed a diabolical curse upon you. You woke up to find yourself changed into an anthropomorphic animal. How have you coped with such a curse? You have to survive by your own steel, guts, and cunning.

You have always been quick and wily, but sometimes didn’t know when enough was enough (which might explain your current predicament). Your Strength starts out at a 12, your Dexterity at a 10, your Wisdom at a 6, and all your other abilities at 8.

1d12

What did your parents do in the village? What did you learn from them?

Gain

1

They were the town drunks. “You can only depend on yourself.”

+2 Str, +2 Int, +1 Con

2

Your father was an outcast, rightfully or not

+2 Int, +1 Wis, +1 ConSkill: Survival

3

Your parents were fishermen and you grew up by the river.

+2 Dex, +1 Str, +1 WisSkill: Fishing

4

Your mom was an oddball and said she could read the future in the stars.

+2 Wis, +1 Int, +1 ChrSkill: Astronomy

5

Your family worked a small farm outside the village.

+2 Con, +1 Wis, + 1 ChaSkill: Farming

6

You spent much time in the mountains foraging for food and supplies.

+2 Con, +1 Dex, +Wis, +1 Str

7

Your parents own the local inn. You grew up meeting travelers and hearing their tales.

+2 Cha, +1 Int, +1 Dex, +1 Wis

8

Your father was the local smith and taught you both hammer and bellows.

+2 Str, +1 Dex, +1 ChaSkill: Smithing

9

Your father or other kept the old stories. Your head is filled with them.

+2 Int, +1 Cha, +1 WisSkill: Folklore

10

Your mother is the local constabulary. She is fair and well respected.

+2 Str, +1 Wis, +1 ConSkill: Investigation

11

You went on journeys into the woods with your father to gather herbs and berries.

+2 Wis, +1 Con, +1 DexSkill: Herbalism

12

Your father was a local merchant. You learned to name yoru price and charm your customers.

+2 Cha, +1 Int, +1 DexSkill: Haggling

1d8

How did you distinguish yourself as a child?

Gain

1

Children often fight, but you never lost.

+2 Str, +1 Wis

2

There wasn’t a game you couldn’t win.

+2 Dex, +1 Int

3

You were the toughest kid around.

+2 Con, +1 Cha

4

No secret escaped you.

+2 Int, +1 Dex

5

Your empathy made you a sought after confidant.

+2 Wis, +1 Con

6

You never met someone who didn’t like you.

+2 Cha, +1 Str

7

You solved everyone else’s problems, and never mentioned your own.

+1 Str, +1 Con, +1 Cha

8

Everyone has something to teach, and you learned a little from them all.

+1 Dex, +1 Int, +1 Wis

1d8

The other player characters were your best friends. Who else in the village befriended you?

Gain

1

The village elder taught you patience and calculation.

+2 Wis, +1 Int

2

The local blacksmith took you in and kept you out of trouble.

+2 Str, +1 Cha

3

You spent time with the hunters tracking game

+2 Con, +1 Wis

4

You are set to marry the daughter of the local priest.

+2 Cha, +1 Int

5

You’ve taken a local orphan girl under your wing. Many in the village whisper she has magical powers.

+2 Int, +1 Dex

6

You broke someone’s heart, or maybe they broke yours.

+2 Wis, +1 Con

7

You spent most of your time alone in the wilderness.

+1 Str, +1 Int,+1 Wis

8

The grizzled mercenary who settled in town taught you a thing or two.

+1 Dex, +1 Con, +1 Wis

You angered a witch and have been transformed into an anthropomorphic creature (see below). You are now a Warrior-Rogue. You gain the class abilities Knacks (except Weapon Specialist) and Fortune’s Favor. The player chooses the rogue ability: Back Attack or the Warrior ability: Cleave (Wrathofzombie houserules). The player also chooses one skill: Stealth or Athletics

1d6

What did you do to incur the witch’s ire?

Gain

1

You accidentally killed her familiar during a hunt.

+3 DexSkill: Tracking

2

You mocked her incessantly for being different.

+3 StrSkill: Intimidate

3

You got drunk and accidentally set her house on fire.

+3 ConSkill: Drinking

4

You got into a fight with another villager and trampled through her vegetable garden.

+3 StrOne skill of your choice

5

Mistaken identity. Someone robbed her and she thought it was you.

+3 ChrSkill: Persuasion

6

You accidentally messed up a potion she had been working on for quite some time.

+3 IntSkill: Herbalism

1d6

What animal form did you take?

Gain

1

You are an anthropomorphic fox.

+2 IntAnimal Bonus-Skill: Scent

2

You are an anthropomorphic rabbit.

+2 DexAnimal Bonus-Initiative +1

3

You are an anthropomorphic frog.

+2 ConAnimal Bonus-Skill: Jumping

4

You are an anthropomorphic mole.

+2 WisAnimal Bonus-Skill: Notice- Tremorsense*

5

You are an anthropomorphic lynx.

+2 StrAnimal Bonus-Claws- 1d4 damage

6

You are an anthropomorphic raccoon.

+2 DexAnimal Bonus-Skill: Trap-finding

1d6

What challenges have you faced in your new form? The player on your right was present.

Gain

1

The villagers fear and ostracize you. The player to your right prevented you from being lynched by angry townsfolk, gaining +1 Chr.

+2 WisKnack: Defensive Fighter

2

You ventured into the woods to die and found courage after you battled a small band of goblins. The player to your right went into the woods to stop you and aided you in combat, gaining +1 Str.

+2 StrKnack: Great Strike

3

You poured over ever book in the elder’s library and every book and scroll in the witch’s hut. The player to your right aided you in your research, gaining +1 Int.

+2 IntKnack: Great Resilience

4

You’ve accepted your situation and have begun honing your skills. The player to your right was there for you and leant a willing ear, gaining +1 Wis.

+2 StrKnack: Great Strike

5

You earned the respect of the village after you defended them from a small goblin raid. The player to your right was there in the thick of it with you, gaining +1 Dex.

+2 DexKnack: Fleet

6

The lord of a castle wants to hunt you and has sent several scouts in an attempt to capture you. The player to your right was there and took an arrow to the shoulder to save you, gaining +1 Con.

+2 ConKnack: Player choice (except weapon specialization)

1d6

What item did you find in the witch’s hut after she fled?

Gain

1

A bleached skull

+2 Dex, the skull talks to you while you sleep

2

A beautiful ceremonial dagger.

+2 Str, a silver dagger

3

A bundle of incents and herbs

+2 Chr, ceremonial incents and herbs

4

A thick tome

+2 Int, book with the ritual: Unseen Servant

5

A fancy leather belt with a pouch

+2 Con, leather belt and pouch. Pouch contains 2d6 silvers

6

A shiny and polished short sword and shield.

+2 Str, a short sword and simple shield

* You can feel the vibrations in the earth of any creature within 30’ with a successful Notice roll.

Class Abilities

Hit Dice: d8

Initiative Bonus: +2

Armor: Due to their more delicate/fragile frame a Cursed can wear any armor lighter than plate.

Knacks: As per Warrior Class (Beyond the Wall, pg 10).

Fortune’s Favor: As per Rogue Class (Beyond the Wall, pg 11).

<Choose One>

Cleave– If a warrior’s attack strikes their intended target successfully they may make another attack on an adjacent target.

Back Attack– A rogue that successfully sneaks up on a target can make an attack at a + 2. If successful the attack deals an additional 2d6 damage. (normal back attack rule will be no “+” modifiers and only an additional 1d6 damage).

Level

Experience

Base Attack Bonus

PoisonSave

Breath Weapon Save

PolymorphSave

SpellSave

Magic ItemSave

1

0

+1

13

16

12

15

14

2

2,000

+2

13

16

12

15

14

3

4,000

+3

13

16

13

15

14

4

8,000

+4

13

16

13

15

14

5

16,000

+5

12

15

11

13

12

6

32,000

+6

12

15

11

13

12

7

64,000

+7

12

15

11

13

12

8

120,000

+8

12

15

11

13

12

9

240,000

+9

11

14

9

11

10

10

360,000

+10

11

14

9

11

10

Removing the Curse– Removing such a powerful curse should be a great adventure such as slaying the dragon that dwells within the Mountain of Sorrow, or discover the fae lunar path and gain the blessing of the Lunar King, etc. Should the curse be removed the Cursed still gains levels as described, but looses the Animal Bonus ability granted by their animal type.

At the end of May I am going to be running a game for some friends who have never RPG’d before and I figured I’d use Beyond the Wall to introduce them to the fun that is rolling dice and BSing with friends.

I’m really digging Beyond the Wall, since it’s a departure, feeling-wise, of what I normally run (that being the twisted and fucked up world of Hubris).

I like how simple each class is, however I like my classes to have just a few more abilities than what is in BtW, so I created or hacked a few for the game.

Here’s what I added: PDF version- Beyond the Wall Home rulesThe Warrior
Cleave– If a warrior’s attack strikes their intended target successfully they may make another attack on an adjacent target.

<Choose One>Rage– For the duration of one combat the warrior gains + 2 to attack and damage and + 2 Wisdom saves against mild-altering and fear effects, but suffers -2 to AC. After combat the warrior is exhausted and suffers -2 to all rolls and AC until they rest for one hour. This ability cannot be used again until the exhaustion has passed. (Thanks to Crypts and Things for the cool version of berserk- I modded it slightly).

Shield Master– The warrior knows how to use a shield effectively. They gain an additional + 1 to their AC when wielding a shield. Additionally a shield master can absorb two blows before their shield is shattered (Original houserule suggested by Trollsmyth).Two Hander– The warrior can wield a two-handed weapon more effectively, dealing maximum damage on their first attack in combat if the strike is successful. All subsequent damage from successful attacks are resolved normally.

The Archer– The warrior has learned how to use a bow very effectively. If the warrior doesn’t take another action in a round they are able to fire two arrows in a row. Each attack must be resolved separately.

The Rogue
Back Attack– A rogue that successfully sneaks up on a target can make an attack at a + 2. If successful the attack deals an additional 2d6 damage. (normal back attack rule will be no “+” modifiers and only an additional 1d6 damage).

<Choose One>Two-weapon Fighting– A rogue wearing light armor and holding a small weapon can make one additional attack a round.

Artful Dodge– A thief wearing light armor and no shield gains +2 to AC (again- nod to Crypts and Things).

Improved Initiative– The thief knows that those who are quickest to act usually live longest. Add +4 to Initiative rolls. (I am not using the static initiative bonus. I’m doing Dexterity modifier + d20 roll– if you are using the BtW static rules- just increase the rogues Initiative bonus to +2 instead.)

Ledge Crawler– A rogue’s movement is not slowed or hindered when walking along tight ropes, ledges, or cliffs.

The Mage
Successful Cantrip– The mage can burn a Fortune Point to cast a cantrip successfully (no rolling needed).

Magical Reserve– Once per day a mage can burn a Fortune Point to regain a spell that they have already cast. This will work even if the mage has expended all magical power (IE- failing a cantrip roll).

Counter Spell– A mage is able to counteract a spell of another caster by sacrificing the energies of one of their spells per day. This cancels the energies of both spell-effects. This cannot be used on cantrips or rituals.

Additional RulesRolling a 20 on an attack or skill is a critical success. For critical attacks roll damage twice, add it together and then add appropriate modifier bonuses. For skills it means the task is completely successful, even if it normally would be impossible.

If a 1 is rolled on an attack or skill check, the character has fumbled the roll. If it is an attck roll, the character finds themselves in a bit of a pickle (GM’s choice- IE. the character drops their weapon, falls prone, impales themselves on their own weapon, the opponent gets a free attack, etc.) For a skill check the character has botched the roll and it is no longer possible for them to attempt it again (IE. picking a lock and rolling a 1 results in the lock breaking and becoming jammed).For Fortune Points

Second Wind- Once per session a character can burn a FP and regain half of the HP back.

Added rule for Rituals

A ritual can be cast and stored into a gold ring. The ring must be expertly crafted and equal 100 x ritual level in gold. A mage can only have one ritual stored in a ring at a time, but can cast other rituals during this time.

Recently I purchased Beyond the Wall and Other Adventures and Beyond the Wall: Further Afield. I’m planning on running a few games of this for several people who have never RPG’d before. I think it’ll be a fun way for them to learn. Very few skills or moving parts to burden new players. I do have some houserules that I’ll post up soon to add a few more choices for players.

Anyways, I thought it’d be fun to write a monk class and character book for it.

You and your family have been exiled from your home in far distant lands. Your family struggled with the harsh journey and eventually settled in the village. Many shunned you for being different, philosophically and physically. Yet you and your family worked hard and persevered. Your mind is calm and your movements swift, and your strikes precise.

You have trained hard and are studied well under your father. You have attempted to learn the new culture that surrounds you, but you are still not wholly welcome in these foreign lands, even after all these years. Your Dexterity starts at a 12, your Wisdom at a 10, your Charisma at a 6, and all your other ability scores begin at 8.

1d12

What is the history of your people?

Gain

1

You value the purity of body and mind above all else.

+2 Wis, +2 Con,

+1 Str

2

Your people are deeply philosophical and seek knowledge.

+2 Wis, +1 Int, +1 Chr

Skill: Ancient knowledge

3

Your people are war-like and expansionistic.

+2 Str, +1 Con, +1 Dex

Skill: Tactics

4

Your people live in an ancient rainforest.

+2 Dex, +1 Wis, +1 Int

Skill: Herbalism

5

Your people are known for their great endurance and skill.

+2 Con, +1 Str, +1 Dex

Skill: Athletics

6

Your people celebrate life and worship the sun and a divine being.

+2 Chr, +1 Con, +1 Int, +1 Wis

7

Your people say they can hear the whispers of the dead in their dreams.

+2 Wis, +1 Int, +1 Con, +1 Chr

8

Your people are known to be hired as assassins

+2 Str, +1 Dex, +1 Int

Skill: Stealth

9

Your people herd sheep and large birds.

+2 Int, +1 Wis, +1 Dex

Skill: Herding

10

Your people are great hunters of terrifying beasts that plague far away lands.

+2 Str, +1 Dex, +1 Con

Skill: Tracking

11

Your people worship animals and believe each carries omens and portents.

+2 Wis, +1 Int, +1 Chr

Skill: Animal lore

12

Your people serve as elite guards to a grand emperor.

+2 Str, +1 Dex, +1 Wis

Skill: Alertness

1d8

Why were your parents exiled from your lands?

Gain

1

Your father stole from a noble out of desperation.

+2 Dex, +1 Int

2

Your mother was accused of being a witch and your family had to flee.

+2 Wis, +1 Chr

3

You were born with a birthmark that is an omen of bad tiding.

+2 Str, +1 Dex

4

Your uncle overthrew your father as head of the family and had you exiled.

+2 Str, +1 Int

5

Your father accidentally slew a great bird and was dishonored.

+2 Dex, +1 Int

6

You are of a lower caste and fled for fear of persecution.

+2 Con, +1 Str

7

You and the noble’s son left the village without permission to go play and he was killed by a predatory animal.

+1 Str, +1 Dex, +1 Int

8

Your home was destroyed by an ancient and horrible evil.

+1 Con, +1 Wis, +1 Chr

1d8

Many of the other villagers shied away from you and your family, but the other player characters welcomed you in and were your best friends. Who else in the village befriended you while you were growing up?

Gain

1

One of the village elders who is fascinated with other cultures.

+2 Int, +1 Chr

2

A brash and young rogue.

+2 Dex, +1 Str

3

The local temple’s pious priest.

+2 Wis, +1 Int

4

The tavern drunk, he can always spins a good yarn.

+2 Con, +1 Chr

5

The town fisherman.

+2 Str, +1 Dex

6

The leader of the village took you in and treated you as her own.

+2 Wis, +1 Con

7

You felt isolated and cut off. You spent most of your time alone.

+1 Str, +1 Int,

+1 Wis

8

A witch that lived on the outskirts of the village.

+1 Con, +1 Int, +1 Chr

Under your father’s tutelage you learn the mystic arts of your people. You are now a level 1 monk and gain the abilities Iron Fist, Unarmored, Slow Fall, and Meditation, and the skill Athletics. See descriptions below.

1d6

Why did your father decide to teach you the mystic arts?

Gain

1

To pass on family tradition.

+3 Int

Skill: Heraldry

2

To better defend yourself in a strange and foreign land.

+3 Dex

Skill: Intimidate

3

To aid your rise to power.

+3 Wis

Skill: Persuasion

4

He believes in the survival of the fittest.

+3 Str

One skill of your choice

5

To help calm the anger and resentment in your mind.

+3 Str

Skill: Healing

6

To help you become a leader and return a hero to your people.

+3 Chr

Skill: Command

1d6

What does your father say is your greatest weakness?

Gain

1

You are too quick to act.

+2 Dex

+1 Initiative

2

You lack focus.

+2 Con

Skill: performance skill of your choice

3

You have trouble empathizing with others.

+2 Int

Skill: Intimidate

4

Your hatred of others consumes you.

+2 Str

Weapon Specialization: Quarterstaff (as per the Warrior)

5

You empathize with people too much.

+2 Chr

Skill: Persuasion

6

You are concerned with the evil that lurks within man.

+2 Str

Weapon specialization: Crossbow or throwing stars*

1d6

You went on a vision quest in the spirit realm. What did you see? The player to your right was somehow pulled along with you.

Gain

1

You saw a three-headed beast that attempted to devour your soul. The friend to your right pulled you from its grasp and back to the physical world, and gains +1 Dex.

+2 Wis

+1 Initiative

2

You soared through the spirit realm as a majestic bird. The friend to your right soared with you, and gains +1 Chr

+2 Chr

Increase slow fall by 5ft

3

You met the spirit of a long-forgotten relative. They told you a family secret. The friend to your right heard it and has not betrayed your trust, gaining +1 Int.

+2 Int

+ 1 to mind-affecting saves.

4

You battled a horrid nightmare. The brave friend to your right aided in defeating this creature, gaining +1 Str.

+2 Str

Weapon Specialization: Your choice (as per the Warrior)

5

You battle yourself, and nearly lose to your own vices. The friend to your right was able to pull you out of your despair and allowed you to persevere, gaining +1 Wis.

+2 Dex

Weapon Specialization: your fists

6

You allowed a viper to bite you, absorbing its venom into your body. The friend to your right followed suit, gaining +1 Con.

+2 Con

Roll two d20 on poison saves, take the better result.

1d6

Your mother gave you a family heirloom. What was it?

Gain

1

A golden broach.

+2 Int, a golden broach that never becomes tarnished.

2

An idol of the ancient gods of your people.

+2 Wis, bizarre ancient idol.

3

The blessed throwing stars of her father.

+2 Dex, 2d4 silver throwing stars.

4

The inheritance her family left her.

+2 Chr, +1d4 gold, +2d6 silver.

5

A remembrance of her.

+2 Con, a lock of her hair.

6

The silken gown of her father or mother (player’s choice).

+2 Wis, a silken gown that never gets dirty or ripped.

* Throwing stars do 1d4 damage.

Class Abilities

Hit Dice: d8

Initiative Bonus: +1

Armor: see below

Iron Fists– A monk has trained so that their fists are deadly weapons and they know where to strike opponents. From levels 1-5 a monk’s fists do 1d6 damage; levels 6-9 1d8 damage; at level 10 a monks fists do 1d10 damage.

Unarmored- A monk does not wear armor as it hinders their ability to move around. When a monk is unarmored they add their Wisdom modifier in addition to their Dexterity modifier to their AC. Additionally a monk adds +1 AC every even level.

Slow Fall- A monk that falls 20’ or less suffers no damage from that height.

Meditation– Monks enter a trance-like state instead of sleeping and only require 4 hours of rest. Additionally a monk gains 1d4 HP back a night than normal.

Week three in the journey of Savage Worlding the awesomeness of Strange Stars.

Voidgliders

Voidgliders are vacuum-adapted humanoids who were considered a nuisance by the Vokun until their natural ability to detect hyperspace nodes was discovered. The Vokun continue to let the voidgliders live in their clan groups, but they have confined all they could find to a reservation within the asteroid belt of one system. They take volunteers to serve as scouts for their star navy. (SS, pg 17). Trey’s kick ass post on the Voidgliders.

Voidglider names are not translatable in any language and often times are given nicknames as a form of identification.

Vacuum Immunity: Voidgliders are able to survive in the vacuum of space without any protective suit and do not take damage from decompression at all. All a voidglider needs to survive in space is food, water, and sunlight. When they feel the effects of radiation exposure they hunker down in a cave or asteroid for a time, until the effects dissipate.

Flight: Voidgliders have giant black dragonfly wings that unfurl from their backs and allow them to fly in zero-G environments at a pace of 10 (1d10 for running). These wings are actually symbiotic living solar panels that allow them to generate plasma sails that allow the voidglider to “sail” through the cosmos.

UV Sight: Voidgliders are able to most of the UV spectrum.

Natural Hyperspace Detector: Voidgliders are prized in the Vokun Empire for their natural ability to detect hyperspace nodes. Voidgliders can begin to detect a hyperspace node within 871,000 km if they are not distracted or really concentrating. Within 600,000 km a voidglider gets a stronger sense of where it is and able to pinpoint direction slightly better. The closer a voidglider gets to the hyperspace node, the better they are able to determine the exact location. If the voidglider gets withint 300,000 km (less than the distance of Earth to the moon) they are able to lead anyone right to the node.

Brain Structure: Voidgliders are wired differently and worry more about clan politics than anything else. It costs two points per step to raise a voidglider’s Smarts at character creation and two Advances to raise Smarts during game play.

Outsider: Voidgliders are rarely comfortable outside of their clan-structure for long periods of time. They suffer -2 to Charisma with any other creature except other Voidgliders.

Clueless: The politics or happenings of the galaxy are of little importance to voidgliders at large. They care about the workings and survival of their clan. A voidglider has the Clueless (Major) hindrance (SWDX, pg 28).

Week three in the journey of Savage Worlding the awesomeness of Strange Stars.

Yantrans

The Yantrans are near baseline human and a primitive people with a pervasive cultural belief in nonviolence whose idyllic world is used as a place of recreation by the Vokun elite. There are signs of that an advanced civilization once inhabited Yantra: The environment has been finely tuned, nanotechnology though dormant) still permeates the biosphere, and what appear to be primitive stone structures (shrines, mostly, for the superstitious Yantrans) actually show complex femto-level engineering. Vokun occupation of Yantra has been plagued by random network and equipment failures and a higher than usual number of disappearances and accidental deaths (SS, pg 17).

Baseline Human: Since yantrans are close to human they start with a free edge.

Secret Knowledge: Yantrans secret is that their world isn’t as primitive as visitors are made to believe. The yantran’s have access to advanced technology and use it behind the scenes to interfere with Vokun elite that impose themselves on the planet.

Vibration Sense: All yantrans have antae on their heads that make it difficult for targets to sneak up on them. Yantrans receive +2 to all Notice (Smarts) checks to detect people who are hiding (or attempting to stealth past them).

Superstitious: Yantrans are superstitious and have strange beliefs about their planet and the universe at large. They start with the Delusional (Major) hindrance (SWDX, pg 29).